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*Pathfinder & Starfinder
10 or better to hit period
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<blockquote data-quote="Sadrik" data-source="post: 5096451" data-attributes="member: 14506"><p>Yes but you don't get rid of the "stat polarity" issue in defenses. I would say this is an option and I don't want to discredit it because it could also be good. </p><p></p><p>One thing that "10+ hit", does better is it allows new players to acclimate to the system readily and more easily than dealing with the attack bonuses and defense DCs. Roll a die and perhaps add a situational bonus or power bonus and wallah, you know your result. It is easy and simple and goes right in line with many of the designer's assumptions.</p><p></p><p>Another thing, that someone brought up earlier as a potential problem I see as an overwhelming boon. There argument was that having to put a very high stat in your prime stat was good and spreading your stat points around to your other stats makes the game unbalanced. If at least a 16 goes in your prime stat (with a +2 = 18) all of the math seems to be based on characters having an 18. I'm sorry but I see the way it is set up now as forcing character classes to be very strongly pushed in one or two directions. Deviation from that norm makes you sub-optimal? All I see is that this rule will open your possibilities up a bit more. That is good.</p><p></p><p>As far as the +3 proficiency weapons becoming +2 not a big deal if you add another feature to the weapons or lower them from superior, increase there damage die or give them high crit or brutal etc.</p><p></p><p>I must admit that armor and shields need more than a retool to get them to fit here. They need to be rethought. I really like them being little mini toughness feats, I think that idea works well.</p><p></p><p>I have an idea for shields: You can give you and your opponent cover (-2 to you and opponents attacks) and you have +1 with total defense action for light shields, and heavy shields do the same but give +2 to total defense.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5096451, member: 14506"] Yes but you don't get rid of the "stat polarity" issue in defenses. I would say this is an option and I don't want to discredit it because it could also be good. One thing that "10+ hit", does better is it allows new players to acclimate to the system readily and more easily than dealing with the attack bonuses and defense DCs. Roll a die and perhaps add a situational bonus or power bonus and wallah, you know your result. It is easy and simple and goes right in line with many of the designer's assumptions. Another thing, that someone brought up earlier as a potential problem I see as an overwhelming boon. There argument was that having to put a very high stat in your prime stat was good and spreading your stat points around to your other stats makes the game unbalanced. If at least a 16 goes in your prime stat (with a +2 = 18) all of the math seems to be based on characters having an 18. I'm sorry but I see the way it is set up now as forcing character classes to be very strongly pushed in one or two directions. Deviation from that norm makes you sub-optimal? All I see is that this rule will open your possibilities up a bit more. That is good. As far as the +3 proficiency weapons becoming +2 not a big deal if you add another feature to the weapons or lower them from superior, increase there damage die or give them high crit or brutal etc. I must admit that armor and shields need more than a retool to get them to fit here. They need to be rethought. I really like them being little mini toughness feats, I think that idea works well. I have an idea for shields: You can give you and your opponent cover (-2 to you and opponents attacks) and you have +1 with total defense action for light shields, and heavy shields do the same but give +2 to total defense. [/QUOTE]
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